Early-game production

Sandustry First Gold Factory Guide

The shortest reliable Gold line is Sand + Water → Wet Sand → Shaker → Collector. The important layout rule is to give Gold and Residue different exits; otherwise a working Shaker can look broken after its waste output fills the same space.

Quick answer: 1 Sand + 1 Water makes 2 Wet Sand. A Shaker always produces Residue and has a 25% Gold chance per processed Wet Sand. Gold falls through the machine; collect it below.

How to build the first Gold factory

1. Make Wet Sand

Combine 1 Sand with 1 Water to produce 2 Wet Sand. Start with a small, visible mixing area so you can confirm both inputs are actually touching.

2. Feed a Shaker

Route Wet Sand onto a Shaker. A diagonal or stair-step arrangement is easier to read because gravity can carry Gold down while Residue is moved away from the output path.

3. Separate both outputs

Every processed unit creates Residue, while Gold is a chance output. Leave a clear path below the Shaker for Gold and a separate exit or storage area for Residue.

4. End at a Collector

Gold only counts as spendable currency after it reaches a Collector. A visible Gold pixel below the machine is production, but it is not banked progress yet.

A layout that stays readable

  1. Put the Wet Sand input above or against the active side of the Shaker.
  2. Keep the cells directly below the Shaker clear so Gold can fall.
  3. Give Residue a sideways route, buffer or deliberate dump area.
  4. Place the Collector at the end of the Gold path, not in the Residue path.
  5. Test with a larger batch before diagnosing the line: Gold is probabilistic, not guaranteed per unit.

If the Shaker is still locked

The official Research reference lists the Shaker under Refining 1, with a listed research cost of 20 Gold. Tutorial rewards and starting access can change between Early Access builds, so use the Research screen in your current save as the authority for the unlock path.

What to research next

Once Gold is reaching the Collector consistently, improve movement before scaling the Shaker bank. The official research tree lists Logistics 1 for belts and launchers, then Filters 1 for cleaner separation. A small line with controlled outputs is easier to expand than a wide pile of mixed pixels.

Still no Gold? Work through the Shaker troubleshooting checklist before rebuilding the factory. For reusable modules, continue with the blueprint guide.

Sources checked

Verified for the August 2026 Early Access window. The in-game UI wins if a later patch changes a number or control.